Remove projection offset, add the hmd head matrix. Also tidy up a few things.

This commit is contained in:
James Urquhart 2016-05-18 00:18:02 +01:00
parent e7bafe3c7b
commit f91aa639d6
20 changed files with 126 additions and 113 deletions

View file

@ -348,7 +348,6 @@ bool GameProcessCameraQuery(CameraQuery *query)
query->farPlane = gClientSceneGraph->getVisibleDistance() * CameraAndFOV::sVisDistanceScale;
// Provide some default values
query->projectionOffset = Point2F::Zero;
query->stereoTargets[0] = 0;
query->stereoTargets[1] = 0;
query->eyeOffset[0] = Point3F::Zero;
@ -376,12 +375,6 @@ bool GameProcessCameraQuery(CameraQuery *query)
// Display may activate AFTER so we need to call this again just in case
display->onStartFrame();
// The connection's display device may want to set the projection offset
if(display->providesProjectionOffset())
{
query->projectionOffset = display->getProjectionOffset();
}
// The connection's display device may want to set the eye offset
if(display->providesEyeOffsets())
{
@ -398,6 +391,7 @@ bool GameProcessCameraQuery(CameraQuery *query)
// Grab the latest overriding render view transforms
connection->getControlCameraEyeTransforms(display, query->eyeTransforms);
connection->getControlCameraHeadTransform(display, &query->headMatrix);
display->getStereoViewports(query->stereoViewports);
display->getStereoTargets(query->stereoTargets);
@ -407,6 +401,7 @@ bool GameProcessCameraQuery(CameraQuery *query)
{
query->eyeTransforms[0] = query->cameraMatrix;
query->eyeTransforms[1] = query->cameraMatrix;
query->headMatrix = query->cameraMatrix;
}
// Use the connection's FOV settings if requried